Clark Steel FAQ Ver1.6 (December 2000)
By Yang Yang(hebretto)He (hebretto@hotmail.com)

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Disclaimer
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This FAQ is a free publication so if you see any parts of this document 
in magazines(like EGM)or any form of media please contact me.If you 
would like to put this document on your site or whatever kind of media 
please ask me first for I have no problem with those who would like to 
use this FAQ(like anyone would anyway),I'd just like to know where my 
things are.All characters and games are owned by their companies(Snk and 
Capcom)

This FAQ should only be found at:
http://www.gamefaqs.com
http://vgstrategies.about.com 
http://www.gamewinners.com 


Contents-
1.Introduction
2.Clark
3.Controls
4.Normal attacks
5.Movelist
6.Striker
7.Combos
8.S-Team combos
9.Credits
10.History

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1.Introduction
--------------
Hey all and welcome to my second and my favorite player FAQ.This FAQ is 
for those people who'd like to improve on grapplers(and Clark is best 
grappler there is followed by Zangief).Now get ready for some _wooyaar_

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2.Clark
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Clark was one of the original Ikari Warriors(in the Ikari Warriors for 
the NES)which was a Metal Slug like game and made his fighting game 
appearance in KOF'94.At first he and Ralf(the other Ikari Warrior)had 
just about the same moves(like Ken and Ryu).He then later changed in 96 
when he was given the best follow-up move(Flashing Elbow)and from then 
on he's been one of the most popular characters in the game.

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3.Controls
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Please follow these abbreviations(on the left side of the screen)

qcf-from down to forward(down,down-forward,forward)
qcb-from down to back(down,down-back,back)
hcf-from back to forward(b,db,d,df,f)
hcb-from forward to back(f,df,d,db,b)
dp-a dragon punch motion(f,d,df)
hold-charge for 2 seconds
A/B/C/D-in order light punch,light kick,hard punch etc
xx(like AB)-press the 2 buttons at once 

The following are the basic controls:

Dodge(AB)
-a slide forward,invincible until you stop but can't avoid throws or 
command throws

Escape roll(back + AB)
-a roll backwards,if you perform this will blocking you will perform an 
Emergency Escape Roll which will cause you to lose a powerstock

Safe fall(AB when almost hitting the ground after a fall)
-a quick recovery from a fall.

Throw(hold forward or back + C/D near opponent)
-A normal throw.Note that Clark's got an air throw(any direction[but 
up]+C/D)

Throw break(tap any button before being thrown)
-stops a throw dead at its tracks

Knockdown attack(CD)
-a slow attack that knocks the opponent down(can do it in the air).You 
can do this while blocking but does almost no damage and costs a 
powerstock

Call Striker(BC)
-Calls out your fourth player for assistants

Super Desperation Move(motion of a desperation move + AC/BD)
-A enhanced version of one of your desperation moves.Each character's 
SDM does about 50% damage.Requires 3 powerstocks.When done,you will not 
be able to add anything to your powergauge for a amount of time(i.e.-
around 5 seconds)

Counter Mode(ABC)
-Requires 3 powerstocks.In this mode,you have a certain amount of time 
in which you are allowed to cancel your special move into a desperation 
move and you can perform your desperation moves continuously until the 
time runs out. When done,you will not be able to add anything to your 
powergauge for a amount of time(ie-around 5 seconds) 

Armour(I'm from Australia)Mode 
-Requires 3 powerstocks.In this mode,you have what could be counted as 
hyper armour from the Vs. series(eg-Juggernant)so you won't be 
stunned.The time limit on this mode is shorter than Counter Mode.When 
done,you will not be able to add anything to your powergauge for a 
amount of time(i.e.-around 5 seconds)

Taunt(Start)
-Just to get your opponent angry most of the time but this year whenever 
you taunt,a striker stock will be added if they are less than their 
total limit.But this also takes up a powerstock and leaves you 
vulnerable.I've also discovered that if you taunt while in Counter 
Mode(and maybe Armour Mode too)it will add an extra striker stock but it 
will decrease the time you have left for the two(?)modes-takes away 
about the length of a letter(ie the "o" in Counter Mode)

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4.Normal attacks
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>A button<

Standing/Far
-A quick jab that's about a standard character's neck height

Close
-Same as the Standing/Far attack

Crouching
-A crouching quick jab that _can_ be connected into a Gattling Gun,Super 
Argentine Backbreaker,Ultra Argentine Backbreaker and maybe a Mount 
Tackle

Jump
-Strikes with his fist at a 45 degree down-arc

Jump-in(jump towards the opponent)
-Same animation as the normal Jump version but with a hand chop 
position,got very good priority


>B button<

Standing/Far
-A quick kick about the height of the stomach of a standard character

Close
-A quick high-knee attack reaching the middle part of a standard 
character that _can_ be connected into a Super Argentine 
Backbreaker,Ultra Argentine Backbreaker,Mount Tackle and Gattling Gun 
but you have to be very close to actually hit the opponent

Crouching
-A middle ranged but quick kick that _cannot_ be connected unlike Ralf's

Jump
-An animation that looks like he's about to sit down with the back leg 
hitting

Jump-in(jump towards the opponent)
-A very kick so if you do choose to use this it's best not to do it 
until you come down from the jump


>C button<

Standing/Far
-A slow but good range straight punch

Close
-Very quick,if you have a contest between who would counter first it 
would be this one IMO.2 hits,you _can_ connect it after the first hit 
with the ground based special/command attacks except the Frankensteiner 
and both of his DMs but you might have some trouble with the Running 
Three

Crouching
-A new animation from 99 which has some extra range but slower

Jump
-A straight punch in the air.Nothing much

Jump-in(jump towards your opponent)
-Same as the normal Jump C


>D button<

Standing/Far
-An average kick about neck height.Very good as a anti-air,I'm just 
surprised that hardly anyone down at where I play don't use this much

Close
-Another great anti-air,it has the animation as the Frankensteiner but 
faster.Try not to use this unless as an anti-air because of its recovery 
time     

Crouching
-A long-range sweap that comes out at medium speeds

Jump
-Looks very similar to the normal jump version of the B button but with 
a bit more priority but also slower,best to do it when you start falling 
down from a jump.
     This attack has alot of potential for Clark and the reason 
why?OK,most people just try to distant themselves' after knocking down 
an opponent,but since some of Clark's moves are throws you can often 
jump up and do this attack just about when they get up.Now this dance 
can go mostly in two ways-

1)They try to block even though it won't even hit since it takes some 
time for the attack to come out so the moment you land you've a few 
choices to choose from like a normal throw,a command throw or the Ultra 
Argentine Backbreaker

2)They are so damn calm and thinks so fast that they will jump and 
attack you or do an anti-air 

Jump-in
-A kick which is at a 45 degrees high-angle arc,great for those who are 
jumping towards you
        
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5.Movelist
----------
>Command Moves<

Stomping(back or forward + B)
-A foot stomp,can be comboed after the first hit of the Standing C  


>Special Moves<

Gattling Attack(hold back,forward + A/C)
-A charging attack that knocks the opponent into the air.The A version 
travels about 1/3 of the screen while the C version travels 2/3

Mount Tackle(hcf + A/C)
-A rundown attack that's very quick.Cause no damage.Try to combo it from 
a Standing C for this move is _blockable_

Clark Lift(down,down+ A after Mount Tackle)
-Clark picks up the opponent off the ground and throws down to the 
ground again

Rolling Cradle(down,down + B/D after Mount Tackle)
-Clark picks up the opponent off the ground and rolls for about 4 
seconds

Sleeper Lift(DDT)(down,down + C after Mount Tackle)
-The best follow-up after the Mount Tackle.Clark picks up the opponent 
off the ground and performs a DDT(duh)

Napalm Stretch(dp + A/C)
-Clark's anti-air move,he jumps and attempts to grab the opponent.If he 
does,he will do about 3 spins and then land on top of the opponent

Frankensteiner(near opponent,dp + B/D)
-By far one of the best counter moves in any fighting.When you perform 
the Frankensteiner you are invincible to all but throws and command 
throws.The animation at the start of the move looks like the close 
Standing D but a little slower

Super Argentine Backbreaker(near opponent,hcf + B/D)
-Clark's deadliest move.He picks up the opponent and throws him/her into 
the air saying _wooyaar_ and then about a second later their back will 
land on his head causing a bone crunching sound and then he'll throw 
them back to the ground.What makes this move the deadliest is that not 
only does it do excellent damage,you can also pick your opponent up if 
they miss a hit in a combo.You can pick up your opponent if they are 
about a length of Clark's hand away from you(i.e.-about 0.7cm)

Flashing Elbow(qcf + A/C after Sleeper Lift,Frankensteiner,Napalm 
Stretch or SAB)
-The best follow-up move in the whole game(my opinion).Clark runs after 
the opponent and then elbows the opponent on the ground.Trying to 
perfect the Flashing Elbow can be quite difficult so I'd taken the 
liberty of putting a help for those have trouble(all on the right side 
of screen):
    
   *Sleeper Lift-perform it when the opponent hits the ground or when 
you see the spark that appears after each slam.Note:if you throw your 
opponent to the left,do qcb instead of qcf,if he throws them to the 
right,do qcf.Taking note upon Lawrence Choong you don't need to do the 
Flashing Elbow with this method,the one listed above is easier to 
remember to do
    
   *Frankensteiner-perform it when he first slams the opponent onto the 
ground.Note:seeing that you throw your opponent from left to right,do 
qcb Clark slams the opponent to the ground
    
   *Napalm Stretch-perform when you slam the opponent to the 
ground.Note:this one is always towards the way your facing(e.g.-you slam 
on the right,you do qcf + A/C)
    
   *SAB-(Method 1)One way is do it just before your opponent lands on 
Clark's head or (Method 2)wait one second after they'd landed on his 
head and then perform the motion towards your opponent (e.g.-you throw 
your opponent to the right,you perform qcb +A/C[on the right 
side]).Note:certain characters can only be performed with one Method      


>Desperation Moves<

Ultra Argentine Backbreaker(near opponent hcb,hcb +A/C _or_ hcb,hcb + AC 
for SDM)
-A desperation you will see a lot among Clark users.Clark will perform 3 
Super Argentine Backbreakers during this move with the last one ending 
with a slam to the ground for the normal version.At the end of the 3rd 
SAB Clark will jump up and clutch himself to the opponent and slam them 
down on the ground

Running Three(hcf,hcf + B/D)
-Another throw DM used by the king of throws.Clark will first expand his 
arms then come running towards you,if he manages to grab you,he will run 
from one side of the screen to the other slamming your head to the 
ground for 3 times


>Shortcuts<
You might find it hard doing the DM/SDM motions(I still can't do hcbx2 
on the left side)so here's some shortcuts that might be to you:

-for the UAB,you can either do hcb,then run forward for 1.5 seconds and 
then perform hcb + C _or_ you can do hcb + C(Standing C)and then hcb + C 
before the second hit

-With all motions that are used by Clark(ie-hcf,dp,hcb etc),you can 
perform the motion first and leave it for 1.5 seconds,then finish it(eg-
hcf,1 second later press A/C means you did the Mount Tackle)

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6.Striker
---------
Clark-He will jump in with a CD attack and attempt to grab the 
opponent.If he manages to grab them,he will throw them to the side of 
which he entered(e.g.-he came in from right,he throws them to the 
right).Try not to use Clark as striker for his chances of grab the 
opponent has been decreased since 99

Please note-due to the new S-Team combo videos(see Section 7),using 
Clark as a striker may be advised.This is so because the moment Clark 
grabs the opponent,you can go for another attack(thus preventing him 
from throw your opponent)


Shermie(Another striker)-Shermie will jump out and wait for a moment and 
then she will attempt to grab the opponent.If she does,she'll slam the 
opponent down(with her anti-air from KOF98 frame)and hold them for a 
period of time or until you attack the opponent

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7.Combos
--------
Finally!I added _one_ Striker combo,the only reason I added this was 
because I believe that this was a crowd teaser and because Blue Mary is 
in it

>Basic Combos<
1.Jump A/B/C/D, Standing C(1 hit)/Crouching A, SAB(hcf + B/D), Flashing 
Elbow(qcf + A/C) 
 
2.Jump A/B/C/D, Standing C(1 hit), Mount Tackle(hcf + A/C), any of Mount 
Tackle's follow-ups, Flashing Elbow(qcf + A/C)(if you used Sleeper Lift)

3.Jump A/B/C/D, Standing C(1 hit)(shortcut-hcb + C)/Crouching A(if your 
fast enough), UAB(hcb,hcb + A/C or SDM ver hcb,hcb + AC)

4.Jump A/C/D(hold back if your going to follow-up using C or down-back 
for A), Standing C(1 hit)/Crouching A, Gattling Gun(hold back,forward + 
C.Note:in this case,just forward), just before Gattling Gun finishes do 
Napalm Stretch(dp + A/C), Flashing Elbow(qcf + A/C)

>Striker Combos<
1.(with Blue Mary as Striker)
Jump D, Standing C(1 hit), SAB(hcf + B/D), Flashing Eblow (qcf + A/C)-> 
Call Blue Mary the moment the Flashing Elbow hits, very quickly 
UAB(hcb,hcb + A/C or SDM ver hcb,hcb + AC) 

>Counter Mode Combos<
1.Jump A/C/D*(hold down-back),(hold down-back if you didn't do the jump 
attack)crouching A, Gattling Gun(A ver)(forward + A), very quickly 
cancel into a UAB(hcb,hcb + A/C) 

*=optional   

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8.S-Team combos
---------------
These are combos seen in the S-Team combo movies,which were these two 
very big(71mb and 35mb)Divx files(they came from a VCD full of combos 
made by this Hong Kong games magazine called "Game Weekly").I decided to 
add this section for those who can't see them(due to the requirements of 
the Divx codec)or just couldn't be bothered to download them.The combos 
are listed as exactly how it was done in the movies.Enjoy(I didn't want 
to do it,but that infinite with Joe as Striker is in this now)   

1.(with Hidden/Dark Striker Iori)
Jump D, Standing C(1 hit), SAB(hcf + B/D), Flashing Elbow(qcf + 
A/C)[hold back when he starts running towards your opponent], the moment 
the Flashing Elbow hits call Iori, when Iori's Talon Comb hits do 
Gattling Attack(if you held back at the start just push forward + A/C), 
Napalm Stretch(dp + A/C), Flashing Elbow(qcf + A/C)

2.(with Ramon as Striker and opponent towards end of screen)
Jump D, Standing C(1 hit), SAB(hcf + B/D), Flashing Elbow(qcf + A/C), 
call Ramon the moment Clark starts running, run up to your opponent and 
do a Standing C(1 hit), UAB(hcb,hcb + A/C or SDM ver hcb,hcb + AC)

3.(with Baedal as Striker)
Jump A, Standing C(1 hit), SAB(hcf + B/D), Flashing Elbow(qcf + 
A/C)[hold back when he starts running], call out Baedal when Clark's 
about to hit your opponent, when Baedal hits the first time do Gattling 
Attack(forward + A/C), Napalm Stretch(dp + A/C), Flashing Elbow(qcf + 
A/C)[hold back when he starts running], call out Baedal when Clark's 
about to hit your opponent, when Baedal hits the first time do Gattling 
Attack(forward + A/C), Napalm Stretch(dp + A/C), Flashing Elbow(qcf + 
A/C)

4.Crossover A, Standing B, Crouching A, UAB(hcb,hcb + A/C or SDM ver 
hcb,hcb + AC)

5.(with Hidden/Dark Striker Unknown and opponent near end of screen)
Crossover A(hold down-forward,you'll be on the 2P side when you land), 
Crouching A, Gattling Attack(forward + A/C), Napalm Stretch (qcf + A/C), 
Flashing Elbow(qcf + A/C),the moment Clark's about to hit call Unknown 
and hold back, when Unknown hits do Gattling Attack(forward + A/C), 
Napalm Stretch (qcf + A/C), Flashing Elbow(qcf + A/C)

6.(with Goenitz as Striker and you at the corner with your opponent near 
you)
Jump D, Standing C(1 hit), SAB(hcf + B/D), call Goenitz when Clark is 
just about to throw your opponent up, Flashing Elbow(qcf + A/C)[your 
opponent should now be flying up in the sky], when you see your opponent 
appearing again from the sky do(or wait half a second)Mount Tackle(hcf + 
A/C), Flashing Elbow(qcf +A/C)

7.Jump D, Standing C(1 hit), SDM UAB(hcb,hcb + AC)

8.(with Joe as Striker)
Jump D, Standing C(1 hit), SAB(hcf +B/D), Flashing Elbow(qcf + A/C), 
call Joe when Clark hits the opponent, run up and do a Standing C(1 
hit), SAB(hcf +B/D), Flashing Elbow(qcf + A/C), call Joe when Clark hits 
the opponent, run up and do a Standing C(1 hit), SAB(hcf +B/D), Flashing 
Elbow(qcf + A/C)

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9.Credits
---------
I would like to thank the following people for their help in making this 
FAQ(in no particular order):

Vincent Chua
-For always having the latest news and other cool stuff relating to 
KOF.Also some of Clark's moves' names
(www.kofonline.com)

Chris MacDonald(Kao Megura)
-For the inspiration of writing this FAQ and also on some of Clark's 
moves' names
(i.am/kao)                                                      

Matthew and Stefan
-Always making sure that there's someone I can challenge down at the 
arcades on Saturdays and great pals

Weis(author of the Vanessa FAQ)
-For not only did a great job with the Vanessa but also told me how to 
post this FAQ up

Lawrence Choong
-For telling/reminding me that there's more than one way of performing 
the Flashing Elbow after a Sleeper Lift

CJayC
-For hosting my FAQ
(www.gamefaqs.com)

Gunsmith(I believe)      
-For posting up the S-Team videos,not to mention joining them 
together(another site posted the same videos up but they were in 10 or 
so WinRAR files so you had to link them together,all too complicated to 
me)
(www.orochinagi.com)

"Amoor"
-I got the Blue Mary Striker combo from this guy's combo video
(www.white-tower.net)

Game Weekly 
-For making the KOF2000 combo VCD

You
-For taking time to read this FAQ
 
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9.History
---------
12th September 2000(ver 1.0)-initial release
18th September 2000(ver 1.1)-made a few correction on the moves and 
added the striker move for Shermie
20th September 2000(ver 1.2)-made a correction to the controls section
10th October 2000(ver 1.3)-added a Normal attacks section 
11th October 2000(ver 1.4)-Added a minor section on where this FAQ can 
be found
20th November 2000(ver 1.5)-Added one Striker combo
9th December 2000(ver 1.6)-Added a new section for these combos I saw
